Total War: WARHAMMER III

Total War: WARHAMMER III

Johnny's Advanced Buildings (now with Warriors of chaos)
576 Comments
Johnny  [author] 6 Jul @ 3:08pm 
thank you friend
Noob_Spawn77 3 Jul @ 11:17pm 
AMAZING MOD
Johnny  [author] 26 Jun @ 4:38pm 
oke sorry about the bug friend i will add it
Zync 26 Jun @ 2:04pm 
Kholek Suneater's starting dark fortress, "The Challenge Stone", does not benefit from this mod. The buildings aren't in the 'Advanced Military' tab like they should be. The second dark fortress site to the north, "Plains of Zanbaijin", does have them however.
Johnny  [author] 26 Jun @ 10:59am 
@Hunter, so i tried to replicate the bug on my end but no luck i will check again today.
Johnny  [author] 26 Jun @ 10:58am 
thanks friend
ilya-rysenkov 23 Jun @ 2:44am 
Hooray to you! Great mods you make!
Johnny  [author] 22 Jun @ 11:04pm 
thanks friend
pce15 22 Jun @ 8:03pm 
Thanks for making this mod i love you
Johnny  [author] 15 Jun @ 4:51pm 
thank you friend i am happy you like the mod
pce15 15 Jun @ 8:57am 
very thank you. I'm using this mod so damn well. have a good day
Johnny  [author] 14 Jun @ 1:54pm 
hemlo friend i checked my work and there is no error in the tables (that i discovered so far) i will test to see if i can replicate the bug
Hunter 12 Jun @ 10:46am 
Thanks man, I really appreciate you looking into this matter!
Johnny  [author] 11 Jun @ 5:10pm 
hi friend sorry about the bug i will investigate maybe i assign the wrong effect key and I can fix it
Hunter 10 Jun @ 11:52am 
Hey Johnny, Hope you are doing well. I'm playing as the empire and i have their Manifactorum but its not producing any iron, hoping you might have heard about this or have an idea as to what could be causing this? I do have other mods installed but I was hoping not to have to do an extensive troubleshoot. Thanks in advance!
Johnny  [author] 27 May @ 6:14pm 
hi friend sorry for the bug it shouldnt be affecting other text entries as each new building has its own entry in my mod file and doesnt interfere with the vanilla ones. I will investigate if i can replicate the bug on my end.
Kil11ler 27 May @ 4:01am 
Could be possible that this mod for some reason break text displaying in common buildings like city and others cuz landmarks displayed as always
Johnny  [author] 4 May @ 10:00am 
hi friend do you know how new these newly added cities are? regardless i will check and add compatibility.
大半球 3 May @ 11:01pm 
Is this mod now compatible with the newly added cities on the old world mod, especially the new cities in the northeast of the map and the cities located in the four corners?
Johnny  [author] 3 May @ 12:21pm 
thank you friend i am working on adding more hero variety to the existing buildings
RoyalBlue 3 May @ 9:32am 
I never play a campaign without this mod. Thanks for all the hard work :)
Johnny  [author] 12 Apr @ 8:16am 
i know johnny is sorry :steamsad:. I am still updating my other mods will return to this after all updated.
Big Bad Wolf 12 Apr @ 12:42am 
Since you are working on the mod, can you look into adding the various hero types to different buildings instead of the same hero types in more than 1 of the Advanced buildings? For Ex: with the Ogre rework, there is a Bruiser Hero apart from Butchers and Firepreachers, 2 out of the 3 ogre advanced buildings still recruit Butchers and Bruisers are not represented.
Johnny  [author] 9 Apr @ 3:38pm 
hi friend chop chop isnt back yet to update his mod (i am only coauthor). I would update the submod but i think its best to wait for him to come back.
Primal Fox 9 Apr @ 1:50pm 
idk if its something else but the unlimited submod doesn't seem to work with the WOC buildings? thanks for all your hard work.
Johnny  [author] 8 Apr @ 4:44pm 
future plans (in descending priority):
- Johnny's big and ultra secret mod (almost complete)
- OVN faction/ races buildings, starting with Araby
- 4rth buildings for all races from time to time
Johnny  [author] 8 Apr @ 4:38pm 
hi friends moddy is updated. whats new:
1. five new building for warriors of chaos for individual god and undivided (all vanilla races now complete)

2. new building "Hashut Soul Siphon" for chaos dwarfs. I made this for a friend, it boosts artillery and missiles

3. as per the survey I sent a while back roughly 70% of respondents were in favor of increasing stats like ward save. Johnny increased the stats from buildings to be mpre rewarding accordingly

4. all buildings increasing "missile explosion radius " now have an accuracy bonus as well, to counteract the negative effect on accuracy.
Johnny  [author] 7 Apr @ 9:22pm 
update coming tomorrow friends with a gift for you :cleanfloppy:
Estabane 2 Apr @ 6:06pm 
Thanks for all the hard work on one of my favourite mods!
Johnny  [author] 30 Mar @ 12:32pm 
sorry for the delay friends update on the way
FreeQ 26 Mar @ 8:38am 
crashes the game on new update :/
Johnny  [author] 8 Mar @ 7:11am 
Oh that is an interesting unintended effect thank you for letting me know. maybe i can counteract the effect with an accuracy buff or will otherwise remove if it still doesn't work.
大半球 7 Mar @ 11:21pm 
could you please delete "missile explosion radius +7.5%" from empire 's building "imperial manufactorum" because this will make artillery less accurate . The more you build this building, the less accurate your artillery will be
Johnny  [author] 28 Feb @ 2:01pm 
im not sure friend do you wana test for me i can make compatible if it not
Guts The Black Swordsman 28 Feb @ 8:13am 
will this be Radious compatible @Johnny?
The Dark Ranger 14 Feb @ 5:44pm 
If you want me to come up with more detailed ideas/stats for buildings feel free to ask, anything that I can do to help keep that creative flow going.
Johnny  [author] 14 Feb @ 2:02pm 
johnny will do it i just got a flu and i am resting
The Dark Ranger 14 Feb @ 12:21pm 
I was wondering if you were considering adding comparability for mods, Ctaphs Southern Realms is a great mod but I think it could use your buildings. The 4 sub cultures all have their own rosters, Estalia and Tilia for example only share some of their units and only some of the units are universal.

Anyway what I'm getting at is a tier 5 mercenary building which gives you the ability to recruit a limited number of the units from the other sub cultures would be a fantastic addition to the mods. Say 5 per building with the other two building options being trade focused or diplomacy/administration focused.
Ganon Cannon 1 Feb @ 3:28am 
If you ever decide to make a arabian version Ill be watching for it! awesome mods man!
Johnny  [author] 31 Jan @ 1:54pm 
its harder too because i would have to have dependency on the OVN mod but yes.
Ganon Cannon 31 Jan @ 1:24pm 
Would you ever make arabian ones?
Johnny  [author] 29 Jan @ 6:48pm 
it depends on the particular landmarks mod. some mods ad their own slots in a specific table and I would have to add compatibility. you could try and play with the mods to see if compatible. if not let me know and i can add compatibility.
Trepen0004 28 Jan @ 8:11am 
Does this work in combination with landmark mods?
Sean 26 Jan @ 7:55pm 
Oh it was, had celestial gunners clubbing chaos chosen in the face while their friend in the second rank blasts them and the guy behind them in the face for a one shot kill. One unit got over 1k kills in a choke point, alone. Not at all balanced but so so fun
Johnny  [author] 26 Jan @ 6:58am 
hi friends I also have an update on the survey I sent out a while back, so far its 62% in favor of increasing the ward save to 1% from 0.5% vs 38% that say no. I have a total of 25 responses. Before making this change I want a larger sample size. please fill out the short survey here if you havent had the chance to do so yet: https://www.surveymonkey.com/r/RVSWR2L
Johnny  [author] 26 Jan @ 6:50am 
@Sean lol sounds OP

@ Mr.Necrophile this sounds like a cool idea i will help you any way I can. did you add the imperial complex as imperial_temple_complex_1 in the building effect junction table? if you add it in this way to FOTE you must also run my mod alongside it as the computer will search for the building in the building_levels tables it will then find it in my mod and no crash. feel free to dm me we could work together to add compatibility.
Mr.Necrophile 26 Jan @ 5:00am 
Hey Johnny - I'm trying to mod in the religious resources from Faith of the Empire (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3226204992&searchtext=faith) for your Imperial Temple Complex building.
I've added the Imperial Temple Complex to the buildings_effects_junctions table in FOTE (for each Empire god), but causes CTD. Do you know of any other tables I'll need to edit to make it compatible?
And thanks for the mod, it's great :)
Sean 26 Jan @ 2:12am 
You know what's absolutely insane? Get this mod, the unlimited buildings submod and the deer cathay mod. Fill your cities with nothing but these buildings, and all your gunlines become unstoppable. It's great fun
Helion Halion 22 Jan @ 7:12pm 
I never play Norsca or Lizardman so I dont really know if they need the research bonus
Helion Halion 22 Jan @ 6:54pm 
People may don't want to choose it anymore if it is earlier tier and have lesser effect
Having choice is good in a game, it force you to focus on what matter
How about maybe +3 percent movement speed for all lords and heroes, not too op but it will indeed help the research bonuses
Like this is the battle between technology vs compound interested, not all factions will be effected the same way